Boring stuff needs doing too!

Engine updates, bug fixes, fiddling with motion capture files, UI work – all quite boring.

I spent quite a bit of time this weekend tracking down an issue that developed – which was my fault – and migrating to a new UE3 build.

Seem to have nailed the problem, hopefully for good.

I hope so, otherwise John will slap me upside the head again.

Speaking of John, he’s recently been replacing the crappy awesome programmer art I created for the UI with proper assets, based on this mockup.

Jeremy continues creating new animations, based on earlier motion capture work.

Nothing particularly fun or interesting, but it is progress.

– Kris

Weapon Positions

Currently, we have eight (8!) weapon positions planned, excluding sprinting or similar.

Why so many?
A few reasons.

  • Prevents clipping issues.
  • Visually indicates accuracy.
  • Naturally helps balances different weapon types.
  • Gives weapons a sense of weight and size

What follows is essentially a cut and paste from our dev wiki, minus requirements and references.

Facebook Integration

We are now fully integrated with Facebook so that all of our blog updates will automatically be posted there as well as twitter. Team BFS… cracking this social media thing one nut at a time!

Projectile system

Projectiles in Ground Branch are taken from a player specific ‘pool’ whenever a player uses a firearm. A projectile taken from this pool is assigned any relevant info and sent along its way, using the Unreal Physics to simulate bullet flight and drop. Phsyx could be used instead, but we see little benefit in using it over the basic Unreal physics.